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TLDR version: If you want to switch 2 or more profiles in Mod Organizer, each with mods requiring both fnis and nemesis, you may probably have to regenerate fnis/nemesis every time you switch profile or you may get T-pose. To avoid that, you will need to install separate/duplicated copies of fnis/nemesis, not just their outputs, for multiple MO profiles. Install one copy of fnis/nemesis for each profile and treat them as separate mods. It means you need to dedicate a separate or duplicate copy of fnis/nemesis mod folder with its executable tool and its output folder to each MO profile. The long version: Years ago when there was only fnis in oldrim, I found some instructions/comments on using duplicate copies of fnis in multiple Mod Organizer profiles to get rid of the need to run fnis again upon profile switch. I remembered if I didn't use duplicate copies of fnis folders, I would T-pose when I switched to another profile in old mod organizer for skyrim LE even though I used separate fnis output folders for each profile. Recently, I had to build a new PC. So I decided to move onto 64bit skyrim AE on the new PC, starting again from scratch with all SE/AE mods. I wanted to set up two MO2 profiles again so that I can use different sets of mods, all of which require fnis/nemesis. I know we could do it with fnis but I wasn't sure about nemesis which was new to me or even about using both fnis and nemesis for each profile. Most of my google/reddit searches about nemesis turned up with conflicting information on running multiple MO2 profiles, basically with people saying nemesis has to be regenerated every time you use a different profile. Thankfully I found [LE/SE] Guide on using Nemesis alongside FNIS here on LL so I learned how to use both in one profile. So I went ahead to try the same method of using duplicate copies to both fnis/nemesis for multiple profiles and it worked. I thought I would share my experience. The example situation for using two MO2 profiles: in profile 1, you may want to set up all basic mods for your main playthrough including bathing, dancing, SL frameworks and basic OStimNG mods. Then in profile 2 you might like to set up with all profile 1's mods plus additional adult playthrough mods such as SL quest mods and OStimNG gameplay mods that you might want to try sometime but also want to keep out of your main save. Multiple profiles are also useful if you want to play conflicting mods with custom anims back and forth just by switching between profiles. I'll list general procedure to set up both fnis and nemesis in two MO2 profiles so that you can just switch profiles back and forth and play right away without having to regenerate every time you switch profiles. If you only use nemesis, it'll be simpler and the general procedure should still work. (1) Install 2 copies of FNIS and Nemesis program/mod folders, preferably using profile name as part of mod names for easier identification. So there will be 2 copies each for fnis and nemesis mod folders. One way to do this is when you download fnis/nemesis, duplicate the installer/zip files and rename them using your profile name as part of the new name. Then install both copies of fnis and nemesis as separate mods to MO2. For example: in MO2, you may install "FNIS behavior 7.6 for profile 1", "FNIS behavior 7.6 for profile 2", "Nemesis Unltd Behav Eng for profile 1", "Nemesis Unltd Behav Eng for profile 2" as four separate mods. Note: You only need one copy of FNIS creature pack, the one that you keep it on all the time following [LE/SE] Guide on using Nemesis alongside FNIS. We will also keep it on for both profiles. (2) You also need 2 copies of output mod folders each for fnis and nemesis (example, "FNIS output for profile 1", "FNIS output for profile 2", "Nemesis output for profile 1", "Nemesis output for profile 2"). For now, you can just create empty folders under MO2's mod folder and restart MO2 so that they show up as mods. You can later set up in your executable list of MO2 to force fnis/nemesis to generate their output directly into those empty output mod folders instead of inside overwrite folder. Or if you prefer, you can just let it output to overwrite folder and create a mod from it but remember to name it for specific profile. (3) After both copies of fnis/nemesis and their output folders are installed, add 4 exec files shortcut to MO2 executable list (under Mod Organizer 2 > Tools > Executables) and give it different names preferably using profile name. Example, when you add one of the fnis, give name like "Generate FNIS for user for profile 1", then choose the executable file in "FNIS behavior 7.6 for profile 1\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe". When you add "Generate FNIS for user for profile 2" executable shortcut to MO, choose the executable file in "FNIS behavior 7.6 for profile 2\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe". Do the same for nemesis (add Nemesis Unlimited Behav Engine for profile 1 executable with path to "Nemesis Unltd Behav Eng for profile 1\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe" and add Nemesis Unlimited Behav Engine for profile 2 executable pointing to "Nemesis Unltd Behav Eng for profile 2\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe") (4) Run fnis/nemesis for profile 1. First, switch to profile 1 in MO2 and turn on the mods you want to use in that profile. Follow the instructions of [LE/SE] Guide on using Nemesis alongside FNIS to run both fnis and nemesis together for one profile, probably starting from step 8 of that guide because you already installed fnis/nemesis (2 copies in fact) and set up four executable to MO. But it won't hurt to read earlier steps to verify what you did. If you are using OStimNG together with Sexlab creatures, read my Final Note near the end about how I disable OStimNG mods while I run fnis to avoid fnis warnings. While following [LE/SE] Guide on using Nemesis alongside FNIS, make sure to tick the correct fnis/nemesis mods and their outputs for profile 1. Example, tick "FNIS behavior 7.6 for profile 1" and "FNIS output for profile 1". Then keep following that guide and turn on "Nemesis Unltd Behav Eng for profile 1" and "Nemesis output for profile 1" at appropriate step. Keep the other copy of fnis/nemesis for profile 2 disabled (untick "FNIS behavior 7.6 for profile 2", "FNIS output for profile 2", "Nemesis Unlimited Behav Engine for profile 2", "Nemesis output for profile 2") while you works on profile 1. After you finish following that guide and set up for profile 1, play the game and see if everything work in profile 1. (5) Run fnis/nemesis for profile 2. In MO2, switch to profile 2 and enable different or additional set of mods that you want to keep separate from profile 1, disable fnis/nemesis and their outputs for profile 1 (untick "FNIS behavior 7.6 for profile 1", "FNIS output for profile 1", "Nemesis Unltd Behav Eng for profile 1", "Nemesis output for profile 1"). Follow [LE/SE] Guide on using Nemesis alongside FNIS again and turn on the fnis/nemesis/their outputs for profile 2 at appropirate steps. Basically, everything is the same as what you did for profile 1 except you will be using ("FNIS behavior 7.6 for profile 2", "FNIS output for profile 2", "Nemesis Unlimited Behav Engine for profile 2", "Nemesis output for profile 2") while keeping fnis/nemesis/output for profile 1 disabled. Play the game to see if everything work in profile 2. Now when you switch profile, you won't get T-pose nor will you need to run fnis/nemesis again. Just switch profile in MO2 and play different save right away with different mods. But of course, you will need to run fnis/nemesis again if you later want to add more mods requiring fnis/nemesis to either profile. But in that case, you only need to run the correct fnis/nemesis for that specific profile where you add more mods with additional custom anims that normally require fnis/nemesis. Additional Tips: Set nemesis executable files in both copies of nemesis to run in windows 7 compatibility mode. It will prevent nemesis from crashing before completion. Also increase maximum numbers of anims for DAR and Nemesis in their ini files (SKSE\plugins\DynamicAnimationReplacer.ini and your two profiles' nemesis folders\Nemesis_Engine\nemesis.ini). I did 32k (or 0x7D00 in hex) for DAR and 60k for Nemesis because I have a lot of conditional and PCEA DAR folders. Remember to increase it in both copies of nemesis for your two profiles. I don't know about OAR or its limit as it wasn't available while I was modding. Final Note: I use both SL creature and OStimNG at the same time and that was my reason for using both fnis and nemesis. I follow [LE/SE] Guide on using Nemesis alongside FNIS. But I turn off OStims related animations mods (or any non-creature mod that specifically requires nemesis) while running FNIS to avoid fnis warnings and turn them back on before I run nemesis. My profile 1 has all the regular gameplay mods as well as basic SL/SLAL framework and basic OStimNG related mods so that I only need to edit/export/select the anims and settings once and forget about them. Then my profile 2 has all profile 1 mods plus additional SL/Ostim gameplay mods, the ones to fool around but not to keep in my main save such as Thief, SL Solutions, Babo dialogue, Dealing with sexual daedra, OStim Lovers, etc. By using separate/duplicate copy of fnis and nemesis for each profile (mods as well as outputs), I can switch profiles to play without the need to run fnis/nemesis every time. I can also install mods recklessly in profile 2 without worry about ruining my main save because I use separate disposable saves for that profile and I can just switch back to profile 1 whenever I feel like continuing my main game. I hope this is not confusing. I've attached screenshots of my two profiles and MO's executable list for reference. If there is already similar guide here on LL, feel free to delete my post as I don't search LL forum often and thus not sure if this is common knowledge.
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Step-by step guide to setting up a scripting enviornment in MO2 for Sexlab and SLA View File So, after googling for hours and reading over old posts, I figured I should put together a guide on how to get the creation kit to work with MO2 with a focus on SL scripting. (Download is just a word document version of this post) Install creation kit from bethesda.net, and point MO2 to the creation kit executable through this box: 2) Install SSE creation kit fixes and multiple masters fix: https://www.nexusmods.com/skyrimspecialedition/mods/2786 https://www.nexusmods.com/skyrimspecialedition/mods/20061 3) If you haven’t already, install SKSE and be sure to keep the .psc source files handy for the next part. 4)Now, create a new mod in MO2 by simply opening your MO2 profile dir and making a new folder. Inside, you will need to create 2 folders: scripts and scripts\source. 5)Move the SKSE .psc files into the \scripts\source folder 6)Now, go to your skyrim data folder (<skyrim installation path>\data\scripts) and grab a zip file called Scripts.zip. You will need to extract it into your new MO2 mod, and be sure to keep all the .psc files in the \scripts\source folder. 7) After that, you’re going to need a few more dependencies before you can start developing: SkyUI Developmet sdk: https://github.com/schlangster/skyui/wiki RaceMenu developer: https://www.nexusmods.com/skyrim/mods/29624?tab=files (download modder’s package) FNIS (FNIS ships with its sources, but you need to change the file structure. FNIS has its sources in sources\scripts, and you need to move them to scripts\sources) PapyrusUtil The regular RaceMenu plugin 8 Now you need to unpack RaceMenu’s BSA, which you can do with Cathedral Asset Optimizer. Just open it up, and point it to RaceMenu’s mod dir: You will need the RaceMenu source scripts when you are compiling. 9) Now you need to change the CK ini file to reflect your script directory: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sScriptSourceFolder = ".\Data\Scripts\Source" After that, you just have to boot up the CK and load Sexlab and SLA as your master files, along with any other .esps you will need. Then you’re good to go for scripting! I'm pretty sure I got everything covered, but its entirely possible I may have missed a step after getting everything working - so please let me know if I missed something. Some mods with good example scripts that you can look at: Submitter BluByt3 Submitted 02/04/2021 Category Framework & Resources Requires Regular Edition Compatible Not Applicable
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tesv: skyrim [TESV:SKYRIM] [SUPPORT] Mod Organizer Tips
rydin posted a blog entry in Rydin's Modding Cove
Okay, so this isn't really tips, it's more of a log of what I have done to get my Skyrim working. I recently updated some mods and everything started to CTD a lot and so I rebuilt my load and priority order from scratch and noted down the lessons I've learned. I still get a few CTD issues here and there but nowhere near as many as before. So I have decided to share these with you guys to help out and give advice where I can. PLEASE NOTE THAT THIS IS NOT A GUARANTEED GUIDE TO SETTING UP MOD ORGANIZER AND IS ONLY BASED ON MY EXPERIENCES. DIFFERENT LOAD ORDERS AND MODS MAY CHANGE THE OUTCOMES. I AM ONLY SHARING MY IDEAS. Some of the basic tips such as making sure you save in a small cell instead of open world and having a safety load (ie, saving a game in a small cell with little mods at the start of your game so you can load into that cell then load into your modded save) work really well; they are common tips I see so I would expect most people to be doing this already. Archiving your saves also makes it easy to scroll through when loading your game and easy to revert back to should you need to. Saving them in a folder inside your local save folder is harmless and won;t show up on your load list; even putting a copy of your mod list in there too will help incase you add/switch mods later. Below though are some of the tips I have taken away from my recent rebuild of Mod Organizer. #01 - Make Base Profiles #02 - Load Heavy Mods One by One In Small Cells #03 - Use the Note System #04 - Keep a Personal Meshes and Texture Folder I will add more over time as I write up and do more work building my load order.-
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TLDR: How do I arrange my mods in Skyrim (LE)? Manually categorizing them into a fixed scheme and by using ModOrganizer. Basically, I follow a guide by MissJennaBee (Expanded Towns and Cities mod) https://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/ Your ESM Files; Bug-Fix type Mods; Game Structure and/or UI Mods: Character Appearance Mods (For NPCs and Self); Mods that Add and/or Change Locations; * Mods that Add and/or Change Items; Mods that Add NPCs; Texture Mods; Environmental Mods (things like Climates of Tamriel, Sounds of Skyrim, etc.) Mods with Gameplay Changes; Reproccers, AV, and Bashed Patches On top, I am an avid player of SkyRe, or nowadays PerMa. For folks like me, Raulfin had added a bit of help for that raised level of complexity: https://forums.nexusmods.com/index.php?showtopic=2213034 And what about SL mods? Well, I try to categorize them into the scheme above and simply put them in there. And what about merging mods? I do! Heavily! But only those, that can fit together into the same type and slot. I never mix. And once I merged them, they are sorted straight into that scheme? Formerly I used TES5Edit for that purpose with the Merge Plugins xEdit Script. Nowaydays I prefer Mator's standalone Merge Plugins for the job. LOOT? I threw that away. Not because it's a bad tool. But the rules are crap, and it can't cope with merges anyway. Yes, I could create my own rules. But I can as easily leave it be and save/load my manually created loadorder. ModManager? I took the long route .... Skyrim Vanilla Loader, NMM and someday I discovered that there is ModOrganizer. And that's where I am. Why? Many reasons: I DO like to test new mods, shift them around, break them because I still am to stupid to mod mods to my liking I have different characters, so I want profiles But Main reason: I am highly allergic to anything that modifies my game folder! And MO satisfies exactly theese needs. References Mod Organizer https://www.nexusmods.com/skyrim/mods/1334 Merge Plugins https://www.nexusmods.com/skyrim/mods/69905 My toolbox ... (** soon **) mods that I play part I - my follower mods https://www.loverslab.com/blogs/entry/7712-entrails-someone-is-following-me-my-followers/ part II - my location mods https://www.loverslab.com/blogs/entry/7754-entrails-where-am-i-here-my-location-mods/ part III - my LL mods https://www.loverslab.com/blogs/entry/7786-entrails-xxx-my-ll-mods/ My INI files for Skyrim https://www.loverslab.com/blogs/entry/7765-entrails-under-the-hood-my-ini-files/ ..
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Version 1.0.0
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So, after googling for hours and reading over old posts, I figured I should put together a guide on how to get the creation kit to work with MO2 with a focus on SL scripting. (Download is just a word document version of this post) Install creation kit from bethesda.net, and point MO2 to the creation kit executable through this box: 2) Install SSE creation kit fixes and multiple masters fix: https://www.nexusmods.com/skyrimspecialedition/mods/2786 https://www.nexusmods.com/skyrimspecialedition/mods/20061 3) If you haven’t already, install SKSE and be sure to keep the .psc source files handy for the next part. 4)Now, create a new mod in MO2 by simply opening your MO2 profile dir and making a new folder. Inside, you will need to create 2 folders: scripts and scripts\source. 5)Move the SKSE .psc files into the \scripts\source folder 6)Now, go to your skyrim data folder (<skyrim installation path>\data\scripts) and grab a zip file called Scripts.zip. You will need to extract it into your new MO2 mod, and be sure to keep all the .psc files in the \scripts\source folder. 7) After that, you’re going to need a few more dependencies before you can start developing: SkyUI Developmet sdk: https://github.com/schlangster/skyui/wiki RaceMenu developer: https://www.nexusmods.com/skyrim/mods/29624?tab=files (download modder’s package) FNIS (FNIS ships with its sources, but you need to change the file structure. FNIS has its sources in sources\scripts, and you need to move them to scripts\sources) PapyrusUtil 8 Now you need to unpack RaceMenu’s BSA, which you can do with Cathedral Asset Optimizer. Just open it up, and point it to RaceMenu’s mod dir: You will need the RaceMenu source scripts when you are compiling. 9) Now you need to change the CK ini file to reflect your script directory: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sScriptSourceFolder = ".\Data\Scripts\Source" After that, you just have to boot up the CK and load Sexlab and SLA as your master files, along with any other .esps you will need. Then you’re good to go for scripting! I'm pretty sure I got everything covered, but its entirely possible I may have missed a step after getting everything working - so please let me know if I missed something. Some mods with good example scripts that you can look at:-
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I am trying to install Mods with MO2 for SSE, but the everytime I try to activate a Mod it gives me this Error: "NtOpenFile() failed for \??\D:ModOrganizer\SkyrimSe\mods\ENB Helper SE ,0xc000003a". The plugins.txt is also empty even if try running LOOT it only gives me an error message: [error] Given game local path "D:ModOrganizer/SkyrimSe 1/profiles/Default" does not resolve to a valid directory. [error] Loot failed. Exit code was: 0x1 Edit: Solved: Ok I figured it out for those with the same problem: I had to deinstall not only MO2 but also the parts of it which were saved in App Data. After reinstalling everything worked like normal. I believe the problem was that I already installed MO2 before and that somehow messed with how it worked. I for some reason had multiple Mod Organizer Folders with inis etc. in them.
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View File FNIS Profiles for Mod Organizer (FP4MO: TBONE Work Around) What is FP4MO? "FP4MO" is a TBONE batch file fix that saves time and effort by creating a comprehensive FNIS save for that selected profile. 1) Run FNIS_Save.bat after running FNIS. 2) Run FNIS_Restore.bat when switching back to an older profile. What are FP4MO requirements? 1) Mod Organizer https://www.nexusmods.com/skyrim/mods/1334/ 2) FNIS Framework https://www.nexusmods.com/skyrim/mods/11811 3) 7-Zip http://www.7-zip.org/ 4) Possible Windows 10 Pro version 1709 requirement? note: Not tested on Windows 7 and 8 systems; XP did not ship with robocopy and script delta's always exist system to system. How does it work? FNIS_Save uses "7Z" to zip the current FNIS Meshes/Script folders from the FNIS install folder and "robocopy" to move all the folders/files from the overwrite folder into its own folder; which should be the profile specific MO folder previously created for storing FNIS generated animations. FNIS_Restore on the other hand, clears out the FNIS Meshes/Script folders from the FNIS install folder and uses "7z" to restore those folders back to the last saved state. This method deletes any additional files while restoring any deleted/modified files to their correct state for that particular profile. Logs are also created, but mainly to re-purpose standard output status text into a record of what was actualy saved/restored. How do you manually install them? 1) Unzip FP4MO.7z. Edit FNIS_Save.bat and FNIS_Restore.bat. 2) Change install paths to the correct folders, both bat files, and save. a) set szipPath=<to 7z.exe folder> b) set fnisPAth=<to FNIS.esp folder> c) set modsPAth=<to ModOrganizer.exe folder> 3) Put FNIS_Save.bat and FNIS_Restore.bat in every MO created profile folder used for storing FNIS generated animations. How do you use them? 1) Use MO to "de-select" and "open in explorer" the correct FNIS profile folder for the current MO profile. 2) Run FNIS 3) Double click on the FNIS_Save.bat to save the FNIS state. 4) Close the explorer folder window and Re-select the FNIS profile folder and run "Skyrim". note 1: Close the MO folder when done, or MO may go WOOPS. note 2: Remember to always restore after switching back to an older profiles, or TBONE may occur due to data mismatches. note 3: I prefix MO profile names p1, p2, p3, ... etc, also reorders the MO profile menu next time it comes up. note 4: I prefix FNIS Generated Output folders, P1, p2, p3, etc. I have eight profiles and save folders; I prefix them all. MO loads/sorts profile names alphabetically. MO Profile Name MO Folder for FNIS Data ============== =========================== P1[Vanilla Skyrim] P2[UNP] FNIS GEN p2 UNP p3[CBBE TBBP] FNIS GEN p3 CBBE TBBP p4[HDT Testing] FNIS GEN p4 HDT Testing p5[CBBE HDT] FNIS GEN p5 CBBE HDT p8[papyrus testing] FNIS GEN p8 papyrus testing Lovers Lab animation modules may need to be manually re-registered using their “MCM” menus, especially whenever significant changes are made to the “FNIS” animations. Is "FP4MO" safe to use? I recommend that you acquaint yourself with any strange script; know how and what they do. I put in a lot of safety checks and a lot of error messages. I do not believe that the bats in “FP4MO” will hurt anything, even if used incorrectly. Use at your own risk, but please use a little discretion and common sense. Feel free to correct and improve the scripts for Windows 7, 8, and your own system. Write your own batch scripts or continue to do it manually. I have only posted these to let people about my solution, that works for me. Know problems. 1) The scripts may fail if any folder and/or files are in use and open? 2) The scripts may not work because of deltas on other platforms and/or installations? 3) MO likes to WOOPS, if you leave "open to explorer" mod windows open forever. Alternative Solutions. You can install multiple copies of FNIS Framework for each profile; Merging the overwrite data into the FNIS Installation Folder itself. I however, do not want seven FNIS executves and/or FNIS buttons, ones enough for me. The FNIS_restore executes a lot faster than FNIS generating a new animation set. The FNIS_save is a lot faster than me dragging and dropping files or creating a new FNIS mod. Permissions I am just posting my solution to the MO TBONE problem. Anyone wants to do it better please do. People should be able to batch, although batch is extremely picky. I used "rem", not "::", because its confuses the batch interpreter. I had to use double quotes a lot, path name expansions with certain characters confuse the interpreter. I used robocpy with /MOV, not the /MOVE, otherwise it deletes overwrite and I didn't want that. Submitter yountmg Submitted 03/02/2018 Category Other Requires Mod Organizer, FNIS, 7-Zip Special Edition Compatible Yes
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Hey all, I've run into a pretty unique situation as of late considering my MO. Whenever I launch the game and attempt to load a previous save (which can only be done after cocing to qasmoke as loading from the main menu just creates an infinite loading screen), it says that all the plugins of that save game are missing (even DLC). Also, when I try to start a new game, it just does the Helgen start despite me having Alternate Life enabled on MO. I have made sure that the directories for the mods, Skyrim, and SKSE are correct, I have tried running TESV, SKSE, MO, and Skyrim launcher as administrator, but nothing helps. Any help would be appreciated.
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As the title says. Its not loading the installed mods and lauch the game as vanilla+ script extender. What should I do in this case?
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MO suddenly decided to turn some of my mods into categories and group up other mods into them. Some mods that were grouped up are obviously related, some aren't. Other than that my load order and mods installations seem to be unaffected, and my modlist.txt doesn't show anything out of the ordinary. It happened right after I ran the MXPF patcher for Immersive Children. I attached two screenshots to show what the problem is. Any ideas on how to fix it?
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MO2 left pane mod order help
Dcasteel7 posted a topic in Technical Support - Skyrim: Special Edition
Could you all take a look at my MO2 left pane and tell me if there is anything I should move or fix? I want Skyrim to load up and run as smooth as possible if I can. Thanks -
I use mod organizer just like most people but I have a problem. when I run skyrim through MO non of my settings from the nvidia control panel are being applied to skyrim. I've been looking for a fix or a work around for sooo long now. I would really appreciate any ideas.
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WARNING: Unable to verify checksum for Fuz Ro D'oh.dll WARNING: Unable to verify checksum for JContainers64.dll Does Anyone know what this means???
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is it bad that some of the mods I have installed have popped up with this error and is that why they are a bit buggy, also some of the mods I have installed have been ported to SSE but they still pop up with a form 43 error is there any reason to this and a fix? would one possible fix be using the SSE creation kit to update them to SSE from Oldrim?
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I'm using MO2 and can't seem to get Sexout animations to work. I've installed the latest SexoutNG 93b10, have NVSE Extender v18, The current version of SexOutCommonResources .ESM and the Meshes/Textures of SCM from 2020-03-05 and animations do not seem to be playing. Can someone help me out here? Am I missing something?
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